I am currently revising every behavior and writing documentation. That means creating icons, checking for spelling/grammar mistakes and testing every single one of them to make sure it works and is bug free. Out of 138 behaviors, 34 have been tested and documented. Along the way I am also creating sample actors to A) serve as examples and B) to have a working short game to go along side the kit. The graphics are simple, but the amount of options means I have to create a lot more than anticipated. For example the main character has so far 49 animations (double that if you add right/left facing), so there is content creation on top of that.

I also got a job as an orchestra violinist, so my time on this is slightly reduced. I guess it's more realistic not to give an estimate, for I missed all of them so far.

Took a break on documentation to fix/update some skill behaviors, and added a light source mechanic that works with the Tint Screen behavior. Also re-purposed some tilesets and enemies from something else I'm working on to use for the demo. So here is a screenshot.

Revision on skills took a while, but were necessary. The way it is now is that one behavior can handle multiple skills. For instance, both Fireball and Magic Missiles are handled by one behavior now, as seen here:http://www.stencyl.com/game/play/33592

Mouse click to reset, buttons are Z,X,C,A,S,D (and arrows). X can be held down to slowly fall with the right character, who can also air dash and air jump infinitely. Z can also be used to pick up the green block (which still need some more configuration options). Still need to decide how to implement one thing or two in the way you can set a skill target, then I can get back to writing documentation.